Webology | |
Gamification in library websites based on motivational theories | |
Alireza HajiYakhchali1  Gholamreza Haidari2  Reza BasirianJahromi3  Zahed Bigdeli4  | |
[1] Assistant Professor, Educational Psychology Department, Shahid Chamran University of Ahvaz, Ahvaz, Iran. E-mail: a.haji (at) scu.ac.ir;Assistant Professor, Knowledge and Information Science Department, Shahid Chamran University of Ahvaz, Ahvaz, Iran. E-mail: g.heidari (at) scu.ac.ir;Corresponding Author, Faculty Member, Medical Library and Information Science Department, Bushehr University of Medical Sciences, Bushehr, Iran. PhD Candidate in Knowledge and Information Science Department, Shahid Chamran University of Ahvaz, Ahvaz, Iran. Email: r.basiriyan (at) bpums.ac.ir;Professor, Knowledge and Information Science Department, Shahid Chamran University of Ahvaz, Ahvaz, Iran. E-mail: z.bigdeli (at) scu.ac.ir; | |
关键词: Gamification; Library game; Library websites; Self-determination theory; Flow theory; | |
DOI : | |
来源: DOAJ |
【 摘 要 】
Gamification is defined as “the use of game elements and techniques in non-game contexts”. In fact, this definition is the most comprehensive one presented so far. This concept emerged first in 2002 but it has been prolonged for 8 years to attract individuals’ attention. Gamification has been applied in various disciplines according to their different needs. In fact, gamification tries to present tedious and usual daily tasks in a manner which proved to be fantastic for users/players. This paper studies gamification’s role as an engagement tool for libraries. Also, the study aims to investigate the role of the common theories in library game operations. These theories, namely “self-determination theory” and “flow theory”.
【 授权许可】
Unknown